#version 120 

#define e 2.7182

uniform sampler2D positions;
uniform sampler2D infos;

void main(){

	vec4 position = texture2D (positions, gl_Vertex.xy);
	vec4 info     = texture2D (infos, gl_Vertex.xy);
	
	// dislocate vertex
	gl_Position = gl_ModelViewProjectionMatrix * position;
	gl_TexCoord[0] = vec4(gl_Vertex.xy,0,0);
	
	// TODO: pointsize based on distance to camera
	
	// use lifetime as brightness
	gl_FrontColor.rgba = vec4(0.5);
}           